Character Creation Cheat Sheet: Difference between revisions

From RPGS surrounding the Labcats
No edit summary
 
(7 intermediate revisions by 2 users not shown)
Line 4: Line 4:


; Square
; Square
: Feature (PC, major NPC)
: Lead (PC).
; Circle
; Circle
: Extra (minor NPC)
: Extra (minor NPC). When a second Lead draws a Relationship arrow to an Extra, that Extra gets upgraded to a Feature.
; Double Circle
: Feature (major NPC). Features generally start out as Extras.
; Diamond
; Diamond
: Location
: Location.


==== Other Terms ====
==== Other Terms ====


: Abilities  
; Abilities  
; Super-powers. New Abilities start with one Special Effect (a thing you can do with that Ability), which you can choose at the end of Pathways. Each Ability also has a Descriptor (a keyword like magic, heat, psychic power, etc) and a Limit (a limitation that stops the Ability).  
: Super-powers. New Abilities start with one Special Effect (a thing you can do with that Ability), which you can choose at the end of Pathways. Each Ability also has a Descriptor (a keyword like magic, heat, psychic power, etc) and a Limit (a limitation that stops the Ability). You can leave off choosing the Special Effect till you're done with the Pathway. New Abilities start at d4.  
; Assets  
; Assets  
: Distinctions and Abilities. All new Assets start at d4.  
: Distinctions, Abilities, and Gear. All new Assets start at d4.  
; Distinctions
; Distinctions
: Things that make your character distinctive. Generally aspects of personality, like ''Smartass'' or ''Big-Hearted''. Each has a die rating. Each also has three triggers that let you do things; one you can use right away when you get the Distinction at d4, one you can use when it hits d8, and one that you have to wait for d12 to use.  
: Things that make your character distinctive. Generally aspects of personality, like ''Smartass'' or ''Big-Hearted''. Each has a die rating. Each also has three triggers that let you do things; one you can use right away when you get the Distinction at d4, one you can use when it hits d8, and one that you have to wait for d12 to use. Also see Heritages.  
; Drives
; Drives
: Values and Relationships. Each has a die rating and a statement.   
: Values and Relationships. Each has a die rating and a statement.   
; Extras  
; Extras  
: A minor NPC. Extra can usually only do a couple of things, and those things are called specialties, and rated in dice.  
: A minor NPC. Extra can usually only do a couple of things, and those things are called specialties, and rated in dice. New Extras start at 2d4.  
: If an Extra is upgraded to a Feature, move it from Resources to Relationships. It loses a die, but stays at the same die size (for example, a 2d8 Extra becomes a 1d8 Feature).  
: If an Extra is upgraded to a Feature, move it from Resources to Relationships. It loses a die, but stays at the same die size (for example, a 2d8 Extra becomes a 1d8 Feature).  
; Gear
; Gear
Line 27: Line 29:
; Heritage  
; Heritage  
: Some Abilities thematically fit together into sets associated with a Heritage Distinction. Clark Kent, for example, has a ''Kryptonian Heritage'' that has a bunch of Abilities tied to it, and a common Limit.  
: Some Abilities thematically fit together into sets associated with a Heritage Distinction. Clark Kent, for example, has a ''Kryptonian Heritage'' that has a bunch of Abilities tied to it, and a common Limit.  
: Heritages are Distinctions, and can be stepped up by anything that lets you step up a generic Distinction, but you can't take a new Heritage as a generic new Distinction. You can only acquire a new Heritage at the Origin (Alien) and Life-Changing Event (First Contact or Destiny) stages of the Pathway.
; Locations  
; Locations  
: Places that provide a bonus to the people that control them. They have specialties, and are rated in dice.  
: Places that provide a bonus to the people that control them. They have specialties, and are rated in dice. New Locations start at 2d4.  
; Relationships  
; Relationships  
: With other Features. Relationships start at d4 (though if your group is larger than four players you get to upgrade one of them).  
: With other Features. Relationships start at d4 (though if your group is larger than four players you get to upgrade one of them).  
; Resources  
; Resources  
: Extras and Locations  
: Extras and Locations. New Resources (or either type) start at 2d4.
; Special Effects  
; Special Effects  
: Things you can do with your Ability.  
: Things you can do with your Ability.  
Line 40: Line 43:
: Drives, Values, Relationships, and Stress Traits. Traits have die ratings.  
: Drives, Values, Relationships, and Stress Traits. Traits have die ratings.  
; Values  
; Values  
: Duty, Glory, Justice, Love, Power, Truth. These are your character's motivations.
: Duty, Glory, Justice, Love, Power, Truth. These are your character's motivations. They all start at d4.
 
[[Category:Smallville Brownies]]

Latest revision as of 01:04, 9 February 2012

Pathway Map Key

Symbols

Square
Lead (PC).
Circle
Extra (minor NPC). When a second Lead draws a Relationship arrow to an Extra, that Extra gets upgraded to a Feature.
Double Circle
Feature (major NPC). Features generally start out as Extras.
Diamond
Location.

Other Terms

Abilities
Super-powers. New Abilities start with one Special Effect (a thing you can do with that Ability), which you can choose at the end of Pathways. Each Ability also has a Descriptor (a keyword like magic, heat, psychic power, etc) and a Limit (a limitation that stops the Ability). You can leave off choosing the Special Effect till you're done with the Pathway. New Abilities start at d4.
Assets
Distinctions, Abilities, and Gear. All new Assets start at d4.
Distinctions
Things that make your character distinctive. Generally aspects of personality, like Smartass or Big-Hearted. Each has a die rating. Each also has three triggers that let you do things; one you can use right away when you get the Distinction at d4, one you can use when it hits d8, and one that you have to wait for d12 to use. Also see Heritages.
Drives
Values and Relationships. Each has a die rating and a statement.
Extras
A minor NPC. Extra can usually only do a couple of things, and those things are called specialties, and rated in dice. New Extras start at 2d4.
If an Extra is upgraded to a Feature, move it from Resources to Relationships. It loses a die, but stays at the same die size (for example, a 2d8 Extra becomes a 1d8 Feature).
Gear
Like Abilities, but with a particular Limit: Gear can be lost, stolen, or broken.
Heritage
Some Abilities thematically fit together into sets associated with a Heritage Distinction. Clark Kent, for example, has a Kryptonian Heritage that has a bunch of Abilities tied to it, and a common Limit.
Heritages are Distinctions, and can be stepped up by anything that lets you step up a generic Distinction, but you can't take a new Heritage as a generic new Distinction. You can only acquire a new Heritage at the Origin (Alien) and Life-Changing Event (First Contact or Destiny) stages of the Pathway.
Locations
Places that provide a bonus to the people that control them. They have specialties, and are rated in dice. New Locations start at 2d4.
Relationships
With other Features. Relationships start at d4 (though if your group is larger than four players you get to upgrade one of them).
Resources
Extras and Locations. New Resources (or either type) start at 2d4.
Special Effects
Things you can do with your Ability.
Stress Tracks
I don't think we have to worry about these during Character Creation.
Traits
Drives, Values, Relationships, and Stress Traits. Traits have die ratings.
Values
Duty, Glory, Justice, Love, Power, Truth. These are your character's motivations. They all start at d4.